How To Flip Collision Meshes in Isaac Gym

I have the following urdf structure for my robot where the visual and collision tags share the same dae files.

  <link name="Leg1">
    <visual>
      <origin xyz="0 0 -0.69" rpy="0 -0 0"/>
      <geometry>
        <mesh filename="package://../meshes/RobotName/Leg_Mesh.dae" scale="1 1 1" />
      </geometry>
    </visual>
    <collision>
      <origin xyz="0 0 -0.69" rpy="0 -0 0"/>
      <geometry>
        <mesh filename="package://../meshes/RobotName/Leg_Mesh.dae" scale="1 1 1" />
      </geometry>
    </collision>
    <inertial>
      <mass value="10" />
      <origin xyz="-0.1 -0.04 0.07" rpy="0 -0 0"/>
      <inertia ixx="0.01" ixy="0.22" ixz="0.05" iyy="0.09" iyz="-0.5" izz="0.9"/>
    </inertial>
  </link>

When I run the simulation with asset_options.flip_visual_attachments = False I get the following results


When I run the simulation with asset_options.flip_visual_attachments = True I get the following results


Since the same dae files are used for visual and collision tags and flipping the visual mesh seems to work. The collision meshes will also probably get fixed if I can flip them. Any help/suggestions in doing this would be greatly appreciated. I tried to manually flip them using Meshlabs but wasn’t very successful.

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Solved it by editing the dae files and changing <up_axis>Z_UP</up_axis> to <up_axis>Y_UP</up_axis>.

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